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Hotline Miami. The Movie happens in your head as you play it, and if you play well it's a meticulously planned and perfectly executed choreography. Hell, Nicolas Winding Refn is being thanked in the credits...

"Quantacat's name is still recognised even if he watches on with detached eyes like Peter Molyneux over a cube in 3D space, staring at it with tears in his eyes, softly whispering... Someday they'll get it."

Metro 2033 is probably the most cinematic game I've played. Gameplay happens in beats and vignettes--it's decidedly linear. It's also filled with set-pieces and slow moments and pauses, and camera effects and it has such a flair for drama and timing.

For a similar reason, I'd give Half Life a nod. It we line it up from Half-Life to Portal 2 (skipping Portal 1, though) we see a definite borrowing from cinema that increases over time. Valve's interest in cinema techniques is also quite apparent around TF2, though not very much IN TF2. And then there's the recent stuff with Abrams.

Human Revolution was felt like it drew a lot from cinema. I'd put it up there right below Metro 2033. From the use of a specific color palette (rather than just a specific visual style or a set of colors that comes naturally from the setting being used), to the sensation created by the camera switching perspectives to the way conversations were handled to aesthetic closeness of the gameplay segments and what cut-scenes we had. I'd even implicate the plot dynamics a little bit here were it not from the gameplay structure and side-quests that greatly diminish the cinematic nature of the game.

I would say Mass Effect 2 (and probably 3 even more so) would follow behind Human Revolution with slightly different reasons but very similar caveats about the gameplay style. It even had all the lens flare!

I think of [the Internet] as a grisly raw steak laid out on a porcelain benchtop in the sun, covered in chocolate hazelnut sauce. In the background plays Stardustís Music Sounds Better With You. Thereís lots of fog. --tomeoftom